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ffwrude

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Everything posted by ffwrude

  1. It is rather clear but i had to read your example like 4 or 5 times because in my head it doesn't want to understand it that way :( That fact that you need to go to those depths to make me understand show that there's something unclear somewhere. Can't really put my finger on it
  2. Thank you and Yeah so that's what i got from the doc either but it's really not clear. I guess as feedback it would be more logical to have the list of the mods (not all minus the one you clicked) like I click on Mod 1 and get Mod 1 => Priotiry 1 Mod 2 => Priority 2 Mod 3 => Priority 3 or something along those lines. or also Mod 1 => Load order 1 Mod 2 => Load order 2 Mod 3 => Load order 3 would be clearer
  3. Hello, i find the new conflict system really great. BUT When you select a mod, you get a list of conflicted mods. You can select : "load before" or "load after" but are we talking "Load before the mod i selected" or "Load this mod before the one i selcted" this is rather unclear for me at first sight. I know it is explained in the doc but a "quick" change of text would be 100% clearer like : "Load X after X" not just "Load after"
  4. Hello So i opened the CK and ALL my quest dialogue were gone. I have a previous version of my mod so i tried copying the quest but the dialogue don't come with it. How can i copy my quest AND dialogue from my previous mod version into the new one ? Thx in advance
  5. I don't think you'll find a stock one. You will have to crate a new package for that to work. You can duplicate one from a random merchant and delete his/her travel option or day/night cycle if they have one. Then you add what's in the "follow me" package to it and it should work. But for all of that to work, you will need to have a merchant actor. I never tried to do one but that should be easy to do (just look at beletor actor or one that suit you).
  6. Hello nexus ! I'm working on a mod that add just new npc that follows me tundra defense style in SSE. All is working fine but apparently.... i touched something. Don't know why don't know how. The first thing i apparently bugged is the map. When i press "," ("m") to open the map, i'm like at the ground level and so... i can't fast travel because i can't zoom out apparently. Does anyone know how to tweak the map so i can undo what i have done wrong ? Another thing i bugged is combat for my Npcs. So i add npc dynamicly using bandits and custom npc from other mods and they can be set to follow me (not by being a follower) and they attack ennemies. Now it was working fine until 2 days ago and now, they only attack with ranged weapons (crossbows, bows etc...) but if i equip them with a one handed or two handed weapon. They just hover their target without hitting them (but they do kill moves when the target is low). Now i have a version of my mod without those bugs but it's a really old one and i don't really want to start again from there if possible. So what could cause those two issues ? I have only made AI packages, ONE modification to Tamriel world space (i added a lever somewhere), a faction, one actor and one leveled actor. Oh and i just noticed that hearthfire is now a required masterfile and i see changes to "children stuff" when i click details but i never touch any of those things. Hope someone can help.
  7. You have been very helpfull and i've been abble to do what i wanted to do. I recreated the packages that weren't working and some works, some don't but in the end it works like a charm thanks to you :)
  8. Thanks a LOT. I mean... A LOT. This is really comprehensible. So i have another question. I could do without but i want to be sure to understand. Since a lot of the values in the Sandbox procedures are True/False. I can just make a public package date called: "True" and another "False" and attribute The TRUE publlic data to all the Value in "Selected procedure" that i want to be true. Or do i NEED to make a public package entry for everything even if they are all Bool to TRUE ? EDIT : ok so i have a problem. The NPC start running to where i told him (Windhellm) but stops and then play the sandbox. Which is weird because i have another package (without sandbox) and it works fine :sad: So i got to a third one (duplicate the one that works) but another location. And the NPC just stands there. Is there a limitation to where a npc can go ? I know Tundra defense has none but it is using SKSE so ... (oh yeah btw i'm on SSE not Skyrim classic)
  9. I'm French :) But i'll play around with 'em this weekend and if i fail to do what i want i'll let you know. Thank your for the help :)
  10. Hello, i have a few questions - What are the units in aggro mode radius ? Do you need to put value in all 3 ? Bigger the number bigger the area ? Is 5 big ? 5000 ? Other topic - Is it possible to get ALL actors from a faction to apply a modification ? For exemple setting the faction rank at 1 for every npc in faction ? Thanks in advance.
  11. So i just ignore those weird dropdown list is what you say (sorry i can't test i'm not at home and sorry if i don't get evertyhing i'm not english :()
  12. Hello and thank you for your answer. I got everythig but one. You say : "So if the description is Location, value should be set to Location." I don't get it because i can't set the same value as the name. All the "Allow something" have noly this list as value. http://www.lastterritory.com/th.jpg It takes a long time to understand this beast and the information are so scarces :( I already read the link you posted by the way :)
  13. Hello, I was messing with AI Packages and tried to add a sandbox procedures into one of my AI packages. What i don't understand is the "Selected procedure" box When i add the Sandbox procedures all "Values" are set to : "Ride Horse if possible" and the Input Data let me chose the following : - Allow idle markers - Prefer Preferred path - Ride horse if possible Just why is that ? I don't understand what i need to do here. Also when i add data in "Public Package Data" bien right click and put NEW. All are marked as "<none>". Do i need to change it by naming it "Allow Eating" (for exemple). There's no dropdown list to add Public Package data ? I finnd this really confusing. Bonus Question. Aggro Radius. I understand what it is but i don't know what numbers to put there. Is it in meters ? In yard ? Other ? Is it minimum or maximum radius ? Sorry for those stupid questions but i need to start somewhere :)
  14. I just tested it. IT WORKS. THANK YOU SOOOO MUCH Don't know how to mark this solved :(
  15. Hello and THANK YOU for your help. So i just did that. - Remove my Script - Add ";" then compile. - Click OK. - I click Properties. - I clicked "Add properties" - Type : Faction - Name : MyFaction - InitialValue : MyFaction (it's the name of my faction) - Then OK Then i get a message saying : no viable alternative at input 'MyFaction' So i removed everything again. and started right back. This time i put InitialValue to : AlduinFaction (for testing) Now i have this message : no viable alternative at input 'MyFaction' no viable alternative at input 'AlduinFaction' This seems so simple i don't get what i ddo wrong :sad: EDIT : ok so i exited the CK. Didn't saved and try again. When i opened the topic, the fragment was empty. I added ";" then compile and i get no viable alternative at input 'MyFaction' no viable alternative at input 'AlduinFaction' But i didn't save :sad: It seems like the script name never change and keep properties that don't exist... EDIT2 : So i found the file in Skryim\Data\source\scripts\TIF__THENUMBER.psc and deleted everything. Then i did it again and it worked but i had to put no Name to the Property. Just "Faction". Then i just modified the script for it to look like you said ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 3 Scriptname TIF__030051C5 Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_2 Function Fragment_2(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE akSpeaker.SetFactionRank(MyFaction,1) ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment Faction Property MyFaction Auto
  16. Hello, So i'm in the task of creating my first mod and i have trouble understanding Papyrus mecanics. For exemple i'm trying to change the faction Rank of an actor with a line of dialogue. So in "Topic Info" i added a Script. Scriptname aaa_SetFactionRank Extends Faction faction Property MyFaction Auto Self.SetFactionRank(MyFaction,1) Then i clicked Properties and Edit value and chose my Faction. But the script doesn't compile. I got this : aaa_SetFactionRank.psc(5,4): no viable alternative at input '.' Now i tried : - Self- akSpeaker (but i believe this only works for Fragments) Next i tried working with fragments and did this : faction Property MyFaction Auto akSpeaker.SetFactionRank(MyFaction,1) But i can't set property. I don't see it. I get an error message Erros while reloading the script. Can someonne help ?
  17. After a lot of hours into my mod i get this bug and i can't do nothing about it :( I see this issue was reported in 2016 and still exist :(
  18. For the record you need to be in your skyrim folder to run this command. So you need to cd Program Files, cd Steam etc... and be in the "Skyrim Special Edition" folder (and run as admin the command prompt) But this still crashes :(
  19. The functions i'm trying to fiddle with aren't global :(
  20. Hello ! Little background - I am currently trying to modify the "Follower goes on a trip" mod. - I have a script "FGTBountryQuestActor" where i want to call something- - I have a script "FGTDialogueQuest" where is the thing i want to call. When i call the function "stopWander();" in the first script and compile it. I get the "stopWander()" is not a function. Which makes sense since this function is declared in the second script. Question asked in diffrent ways : - How do i make a bridge between the two files ? - How do i call a function that is in another script I read a lot of thing but C++ is unknown for me. Thanks in advance !
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